Jump to content

Dunabar

Members
  • Content Count

    56
  • Joined

  • Last visited

  • Days Won

    1

Dunabar last won the day on March 12

Dunabar had the most liked content!

Community Reputation

66 Private

About Dunabar

  • Rank
    Corporal
  • Birthday December 22

Recent Profile Visitors

103 profile views
  1. Hey folks, time for yet again another "Guns that could enhance WW3" post and this time we will be covering SMGs, also known as water pistols to some FPS players. I'm getting closer to the end of these particular posts with just Special Weapons, Sniper Rifles, and Assault Rifles left to go. Not sure what I will do once the posts are done, but I'm sure whatever it is I choose, it won't be anywhere near as much of a headache as the Battle Rifles post was, and thankfully this one was a reprieve from that last post. Now you all know how this works by now. Before we can talk about what could be in the game, we must first see what is currently in the game so I can begin trying to drum up some sense of a stat balance suggestion, which of course you shouldn't take as any final product suggestion. But, lets get started! Current Submachine Guns we have in-Game SIG or SIG Sauer MPX "US sub-machine gun chambered in 9mm Parabellum. Steady recoil with high rate of fire" - WW3 description Real Life Stats Origin: United States Weight: 2.7 KG or 5.9 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 850 Calibers: 9x19mm Parabellum, .357 Sig, and .40 S&W Ammunition Capacity: 10 - 30 round Detachable Magazine Info 1: https://en.wikipedia.org/wiki/SIG_MPX Info 2: https://modernfirearms.net/en/submachine-guns/u-s-a-submachine-guns/sig-sauer-mpx-eng/ In-game Stats Weight: 9.89 Recoil: 0.64 Spread: 0.1 Reload time: 4.3s RPM: 770 Caliber: 9x19mm Parabellum Ammunition Capacity: 30 Top Damage Range: 0-30m Damage Drop off Range: 31-135m DMG Nine-Millie or MPA935DMG "Modular 9mm automatic pistol designed in the USA. Extreme rate of fire at the cost of accuracy and controllability" - WW3 description Real Life Stats Origin: United States Weight: 2.2 KG or 5 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Could not find. Calibers: 9mm Ammunition Capacity: 17 Round Magazine Info 1: https://masterpiecearms.com/shop/mpa935mg-9mm-pistol-all-aluminum-lower/ Info 2: N/A - This was a very surprising gun to try to find reliable information for. Almost downright secretive... In-game Stats Weight: 8.05 Recoil: 0.6 Spread: 0.15 Reload time: 3.1s RPM: 780 Caliber: 9x19mm Parabellum Ammunition Capacity: 25 Top Damage Range: 0-30m Damage Drop off Range: 31-135m Glauberyt or PM-98 "Standard PDW of the Polish army, chambered in 9x18 Makarov. Lower rate of fire with high damage and serious recoil" - WW3 description Real Life Stats Origin: Poland Weight: 2.30 KG or 5.24 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 640 Calibers: 9x19mm Parabellum Ammunition Capacity: 15-25 Box Magazine Info 1: https://modernfirearms.net/en/submachine-guns/poland-submachine-guns/pm-98-pm-06-eng/ Info 2: https://en.wikipedia.org/wiki/FB_Glauberyt In-game Stats Weight: 9.7 Recoil: 0.48 Spread: 0.14 Reload time: 3.1s RPM: 650 Caliber: 9x18MM Makarov Ammunition Capacity: 15 Top Damage Range: 0-30m Damage Drop off Range: 31-135m Vityaz or PP-19-01 Vityaz "Russian sub-machine gun chambered in 9mm Parabellum. Easily controllable, AK-style recoil with moderate rate of fire" - WW3 description Real Life Stats Origin: Russia Weight: 2.9 KG or 6.39 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 700-750 Calibers: 9x19mm Parabellum Ammunition Capacity: 30 Info 1: https://en.wikipedia.org/wiki/Vityaz-SN Info 2: https://modernfirearms.net/en/submachine-guns/russia-submachine-guns/pp-19-01-vitjaz-eng/ In-game Stats Weight: 9.3 Recoil: 0.7 Spread: 0.1 Reload time: 2.8s RPM: 700 Caliber: 9x19mm Parabellum Ammunition Capacity: 30 Top Damage Range: 0-30m Damage Drop off Range: 31-135m Now, with this information in hand it's time to get to the real fun of the post with the new weapon suggestions. Much like all of my other posts of Weapons that could enhance WW3, I will be using the colors Green to indicate where a gun is better, Red where a gun is worse, Yellow where a gun is even or competitive. A side reminder for folks - When I'm suggesting/comparing guns, I'm basing my comparisons for a "stock" weapon in game against another stock weapon in game. If I try to do stats for every customization option, I will never finish these posts. Also the Developers ultimately would get final say in the balance stats, so take my stats as more of a suggestion for a general direction the weapon should be designed towards as I cannot actually test these stats to confirm balance or imbalance. Submachine Guns that could enhance WW3 #1. CBJ MS - The CBJ MS is a Swedish PDW that was originally designed for Tank Crews that needed to leave the safety of their armor vehicles and do so with a lightweight, compact, PDW that could be easily stored inside of the vehicle. While the weapon is broadly based on the Israeli Uzi, the weapon sports a special feature in it's dedicated 6.5×25 CBJ-MS caliber ammunition which provides significant armor penetration, defeating standard CRISAT targets at 230 meters or 7mm rolled steel armor at 50 meters. Real Life Stats Origin: Sweden Weight: 3.0 KG or 6.7 LB Recoil: N/A Spread: N/A Reload time: Depends on Shooter RPM: 700 Calibers: 6.5×25 CBJ-MS and 9x19mm Parabellum Ammunition Capacity: 20 - 30 round detachable Box Magazines or a 100 round Drum Magazine. Special Features: Dedicated Armor-piercing Round, semi & fully automatic fire, and 100 round Drum Magazine Effective Range: 150 meters or 164 yards Info 1: https://en.wikipedia.org/wiki/Saab_Bofors_Dynamics_CBJ-MS Info 2: https://modernfirearms.net/en/submachine-guns/sweden-submachine-guns/cbj-ms-pdw-eng/ Proposed in-game Stats & Comparison Stats CBJ MS Weight: 8.50 vs. SIG (9.89) - DMG (8.05) - Glauberyt (9.7) - Vityaz (9.3) CBJ MS Recoil: 0.15 vs. SIG (0.64) - DMG (0.6) - Glauberyt (0.48) - Vityaz (0.7) CBJ MS Spread: 0.15 vs. SIG (0.1) - DMG (0.15) - Glauberyt (0.14) - Vityaz (0.1) CBJ MS Reload time: 3.1 vs. SIG (4.3) - DMG (3.1) - Glauberyt (3.1) - Vityaz (2.8) CBJ MS RPM: 600 vs. SIG (770) - DMG (780) - Glauberyt (650) - Vityaz (700) CBJ MS Caliber: 6.5×25 CBJ-MS vs. SIG (9x19mm Parabellum) - DMG (9x19mm Parabellum) - Glauberyt (9x18MM Makarov) - Vityaz (9x19mm Parabellum) CBJ MS Ammunition Capacity: 20 vs. SIG (30) - DMG (25) - Glauberyt (15) - Vityaz (30) CBJ MS Top Damage Range: 0-30m vs. SIG (0-30m) - DMG (0-30m) - Glauberyt (0-30m) - Vityaz (0-30m) CBJ MS Damage Drop off Range: 31-135m vs. SIG (31-135m) - DMG (31-135m) - Glauberyt (31-135m) - Vityaz (31-135m) - If added to the game, the CBJ MS would provide SMG users an answer to heavy body armor users with a natural bonus vs. Armor, a much more manageable recoil which when coupled with a slower rate of fire, means the weapon can stay on target easier during fully automatic fire at longer ranges. However, this comes at the price of being less ideal in very close range fights against very fast firing weapons or higher damage dealing per-shot weapons and the lowest damage dealing SMG vs. unarmored targets. But, what if a player wants an SMG that packs more of a punch than the average SMG and had a high rate of fire in exchange for a weapon that changes up the very rules of "recoil management" while also offering one the lower ammunition capacity options? #2. Kriss Vector - The Kriss Vector brought a revolutionary design to Sub-machine Guns with it's internal bolt mechanism which is recoil operated, causing the bolt to slide back, and then down just behind the magazine feed. By doing this, the bolt inside is causing the barrel of the Vector to be pulled down instead of rising up like other submachine guns that have the bolt go back towards the shooter's shoulder. Real Life Stats Origin: United States Weight: 2.7 KG or 5.9 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 1200 Calibers: .45 ACP, 9x19mm Parabellum, .40 S&W, 9x21mm, 10mm Auto, and .357 Sig Ammunition Capacity: 10, 13, and 25 round detachable box magazine for .45 ACP. 10, 17, 19, or 33 round detachable box magazine for 9x19mm Parabellum Special Feature: Semi, 3-round burst, & automatic fire and recoil descend. Effective Range: 50-68 Meters or 55-75 Yards Info 1: https://modernfirearms.net/en/submachine-guns/u-s-a-submachine-guns/kriss-super-v-eng/ Info 2: https://en.wikipedia.org/wiki/KRISS_Vector Proposed in-game Stats & Comparison Stats Kriss Vector Weight: 9.50 vs. SIG (9.89) - DMG (8.05) - Glauberyt (9.7) - Vityaz (9.3) Kriss Vector Recoil: 0.7 vs. SIG (0.64) - DMG (0.6) - Glauberyt (0.48) - Vityaz (0.7) Kriss Vector Spread: 0.8 vs. SIG (0.1) - DMG (0.15) - Glauberyt (0.14) - Vityaz (0.1) Kriss Vector Reload time: 3.8 vs. SIG (4.3) - DMG (3.1) - Glauberyt (3.1) - Vityaz (2.8) Kriss Vector RPM: 900 vs. SIG (770) - DMG (780) - Glauberyt (650) - Vityaz (700) Kriss Vector Caliber: .45 ACP vs. SIG (9x19mm Parabellum) - DMG (9x19mm Parabellum) - Glauberyt (9x18MM Makarov) - Vityaz (9x19mm Parabellum) Kriss Vector Ammunition Capacity: 10 vs. SIG (30) - DMG (25) - Glauberyt (15) - Vityaz (30) Kriss Vector Top Damage Range: 0-30m vs. SIG (0-30m) - DMG (0-30m) - Glauberyt (0-30m) - Vityaz (0-30m) Kriss Vector Damage Drop off Range: 31-135m vs. SIG (31-135m) - DMG (31-135m) - Glauberyt (31-135m) - Vityaz (31-135m) - If added to the game, the Kriss Vector would offer SMG users a heavy punching SMG with a very high rate of fire. However, the Kriss Vector should in turn flip the rules of recoil control on it's head by making players have to push up on their mouse instead of pulling back to manage the recoil during fully automatic fire. Couple this with few options for higher magazine capacity makes the Kriss Vector ideal for Players that value accuracy over hip fire/spray and pray. But, what if the player wanted something with punch, reach, and some better armor penetration? #3. CZW-438 - The CZW-438 is a newer Sub-machine Gun out of the Czech Republic that offers users more lethal reach in a smaller weapon package, while still managing to offer armor penetration, and lethal fire power against unprotected soldiers. With a few changes, the weapon can be modified from personal defense to assault, making the CZW-438 a rather adaptable weapon. Real Life Stats Origin: Czech Republic Weight: 2.7 KG or 5.9 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 850 Calibers: 4.38x30mm Libra and 9x19mm Parabellum Ammunition Capacity: 15 - 30 Special Feature: Semi, 2-3 round Burst, and fully Automatic fire. Effective Range: 200 Meters or 218 Yards Info 1: http://www.czechweapons.com/en/czw-438/ Info 2: https://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=872 Proposed in-game Stats & Comparison Stats CZW-438 Weight: 10.00 vs. SIG (9.89) - DMG (8.05) - Glauberyt (9.7) - Vityaz (9.3) CZW-438 Recoil: 0.10 vs. SIG (0.64) - DMG (0.6) - Glauberyt (0.48) - Vityaz (0.7) CZW-438 Spread: 0.8 vs. SIG (0.1) - DMG (0.15) - Glauberyt (0.14) - Vityaz (0.1) CZW-438 Reload time: 3.5 vs. SIG (4.3) - DMG (3.1) - Glauberyt (3.1) - Vityaz (2.8) CZW-438 RPM: 700 vs. SIG (770) - DMG (780) - Glauberyt (650) - Vityaz (700) CZW-438 Caliber: 4.38x30mm Libra vs. SIG (9x19mm Parabellum) - DMG (9x19mm Parabellum) - Glauberyt (9x18MM Makarov) - Vityaz (9x19mm Parabellum) CZW-438 Ammunition Capacity: 15 vs. SIG (30) - DMG (25) - Glauberyt (15) - Vityaz (30) CZW-438 Top Damage Range: 0-55m vs. SIG (0-30m) - DMG (0-30m) - Glauberyt (0-30m) - Vityaz (0-30m) CZW-438 Damage Drop off Range: 56-135m vs. SIG (31-135m) - DMG (31-135m) - Glauberyt (31-135m) - Vityaz (31-135m) - If added to the game, the CZW-438 would offer players more consistent damage at longer ranges, 2 round burst fire, would have slightly higher than average damage compared to other SMGs, and would have higher than average armor piercing (though I wouldn't make it as high as the CBJ MS if they're both added to the game.) However, in exchange for all that the gun should be heavier, very little Magazine customization, and is a little slower to reload. But, what if a player wants something better designed for more stealthy gameplay and flanking enemies for a more dedicated CQC weapon? #4. Daewoo K7 - The K7 was designed around the time the South Korean Armed forces were still using the MP5SD6, It's design came at the request of the Republic of Korea Army Special Warfare Command that wanted something that cost less to import or create while providing their Operators an unconventional weapon. The K7 was designed from the K1A Carbine Assault Rifle, so many of the K7's parts can be interchanged with the K1 and vice versa. The Suppressor is "wrapped" around the barrel, reducing the weapon sound between 111.5db to 120db. Real Life Stats Origin: South Korea Weight: 4 KG or 8.8 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 1100 Calibers: 9x19 Parabellum (subsonic) Ammunition Capacity: 30 Special Feature: integral suppressor, semi-automatic, 3-round burst, and fully automatic fire. Effective Range: 150 Meters or 164 yards Info 1: https://en.wikipedia.org/wiki/Daewoo_Telecom_K7 Info 2: https://modernfirearms.net/en/submachine-guns/south-korea-submachine-guns/daewoo-k7-eng/ Proposed in-game Stats & Comparison Stats K7 Weight: 10.00 vs. SIG (9.89) - DMG (8.05) - Glauberyt (9.7) - Vityaz (9.3) K7 Recoil: 0.40 vs. SIG (0.64) - DMG (0.6) - Glauberyt (0.48) - Vityaz (0.7) K7 Spread: 0.10 vs. SIG (0.1) - DMG (0.15) - Glauberyt (0.14) - Vityaz (0.1) K7 Reload time: 4.0 vs. SIG (4.3) - DMG (3.1) - Glauberyt (3.1) - Vityaz (2.8) K7 RPM: 900 vs. SIG (770) - DMG (780) - Glauberyt (650) - Vityaz (700) K7 Caliber: 9x19 Parabellum vs. SIG (9x19mm Parabellum) - DMG (9x19mm Parabellum) - Glauberyt (9x18MM Makarov) - Vityaz (9x19mm Parabellum) K7 Ammunition Capacity: 30 vs. SIG (30) - DMG (25) - Glauberyt (15) - Vityaz (30) K7 Top Damage Range: 0-25m vs. SIG (0-30m) - DMG (0-30m) - Glauberyt (0-30m) - Vityaz (0-30m) K7 Damage Drop off Range: 26-135m vs. SIG (31-135m) - DMG (31-135m) - Glauberyt (31-135m) - Vityaz (31-135m) - If added to the game, the K7 would serve as the ideal SMG for a more stealthy/flanking minded player that doesn't like to fight their enemies head on. But, the cost of having a much quieter weapon to field comes at a reduced top damage/damage drop off range (because the K7 uses Subsonic ammunition), no barrel customization options, and slightly lower damage than the average SMG. But, what if a person just really wants more stopping power in their SMG with nothing overly fancy? #5. UMP45 - The UMP45 is a lighter and cheaper successor to the MP5 series of Submachine Guns out of Germany that is experiencing wide scale usage in various Military & Police units across the world. Real Life Stats Origin: Germany Weight: 2.1 KG or 4.6 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 600 Calibers: .45 ACP Ammunition Capacity: 10-30 Special Feature: Semi, 3-Round, and Fully Automatic fire. Effective Range: 65m Info 1: https://en.wikipedia.org/wiki/Heckler_%26_Koch_UMP Info 2: https://modernfirearms.net/en/submachine-guns/germany-submachine-guns/hk-ump-40-eng/ Proposed in-game Stats & Comparison Stats UMP45 Weight: 8.00 vs. SIG (9.89) - DMG (8.05) - Glauberyt (9.7) - Vityaz (9.3) UMP45 Recoil: 0.75 vs. SIG (0.64) - DMG (0.6) - Glauberyt (0.48) - Vityaz (0.7) UMP45 Spread: 0.20 vs. SIG (0.1) - DMG (0.15) - Glauberyt (0.14) - Vityaz (0.1) UMP45 Reload time: 3.5 s vs. SIG (4.3) - DMG (3.1) - Glauberyt (3.1) - Vityaz (2.8) UMP45 RPM: 600 vs. SIG (770) - DMG (780) - Glauberyt (650) - Vityaz (700) UMP45 Caliber: .45 ACP vs. SIG (9x19mm Parabellum) - DMG (9x19mm Parabellum) - Glauberyt (9x18MM Makarov) - Vityaz (9x19mm Parabellum) UMP45 Ammunition Capacity: 25 vs. SIG (30) - DMG (25) - Glauberyt (15) - Vityaz (30) UMP45 Top Damage Range: 0-25m vs. SIG (0-30m) - DMG (0-30m) - Glauberyt (0-30m) - Vityaz (0-30m) UMP45 Damage Drop off Range: 26-135m vs. SIG (31-135m) - DMG (31-135m) - Glauberyt (31-135m) - Vityaz (31-135m) - If added to the game, the UMP45 would be ideal for SMG users that want a stronger hitting SMG in a light frame, but doesn't want anything overly fancy or has a bit of an unusual learning curve to it. In exchange for this harder punch and lighter frame however, it comes at the cost of greater recoil (because of caliber and weapon weight). spread, slower rate of fire, and reduced effective range. Making this SMG more ideal for very close - close range engagements and for players with good trigger discipline to handle the drawbacks that come with the weapon. But, it's time to bring another "Guns that could Enhance WW3" topic to a close and one that actually didn't give me nearly as much of a headache as the Battle Rifles one did. I suspect some People will be a little perturbed over certain iconic SMGs not making the final list. But, I haven't been raged at yet since creating the last 4 gun posts, so maybe my luck will continue (For a short amount of time.) Honorable Mentions & Closing the post With bringing this post to an end, here are some Honourable mentions for Submachine Guns that could still be good for the game, even if they didn't make the final list. FN P90 TR - A very iconic SMG in the shooting world from Law Enforcement to Military and of course video games as well. MP5 - A venerable SMG that has seen service in many different nations across the world in both Law Enforcement & Military. CZ Scorpion Evo 3 - An iconic SMG out of the Czech Republic that has seen fairly wide scale usage across the world. Beretta PMX - A new Italian SMG MSMC - A 5.56x30mm firing SMG out of India Honey Badger - A .300 ACC Blackout, integrally suppressed PDW out of the United States MP7 - A very popular Machine Pistol out of Germany QCW-05 - A SMG out of China used by Special Operation Forces and Law Enforcement Agram 2000 - A SMG out of Croatia and many, many more...There are a lot of really cool SMGs out there that I think it's safe to say the Devs are spoiled for choice on what they may want to add next. But, time get the next post ready where I will be covering "Special" weapons next. Not entirely sure if I can copy/paste the same general process that I have been using for it, but I shall see when I get there. Also of course like every other one of these posts I've made, here is your weapon hint for the next post, and this time I felt like throwing a real screwball at everyone. Well, that and every FPS needs that 1 odd weapon.... Have a good one folks! Other "Guns that could Enhance WW3 Topic" Links Machine Guns Handguns Shotguns Battle Rifles Specials Next to come... Sniper Rifles Still to come... Assault Rifles Still to come...
  2. Just block the individuals causing issues and never click on the Blocked Messages box. It's nothing super amazing, but it does the desired trick of blocking text being sent by those problematic individuals. I can't really see how Discord has any real blame in this when this feature is right there to be used. I will agree with avoiding the crosshairs of other sources. But, the best way for them to do that is to avoid trying to play the role of the Authoritarian Developers like so many triple A Developers seem to be trying to do these days. By all means encourage civility in the community, but don't try to be the Digital Inquisition that actively seeks the wrong thinkers, Heretics, and etc to bring Judgement & Punishment upon. As the old saying goes; the road to hell is paved in good intentions. I would like this game to set a good example of one way to make a great game. The Community aspect just needs the encouragement of civility and letting People handle their own issues. By all means step in when People are realistically threatening People, threatening to release a person's personal information, and things like that. Add a report option, add an ignore feature, and whatever other tools for individuals to handle their own issues with other People. It's more effective, efficient, cheaper, and community friendly in the longer run of things than trying to play the wannabe Virtue Guardians. I agree and know what the best way to do it is? Just focus on developing the game, give the community the tools to handle their own issues with other players, and only step in to take direct action against a paying customer for actual problematic matters like if the person is using scripts to cheat in game, is realistically threatening People, threatening to release someone's personal information, threatening to break into someone's home, or whatever nonsense like that. Other then that encourage civility and let the community handle itself.
  3. Because we need more People angry at Tank Drivers And because I like BBQ.
  4. As someone who is extremely anti-Censorship, my only hope is that the Developers give the Community the tools to wage their own battles (I.E Report options, ability to mute/ignore People, etc) and in turn stay out of the fray between members of the community unless certain circumstances call for action (E.G Realistic Threats, Giving out People's Personal Information, and etc are happening...) But, the moment the Developers start trying to dictate the social behaviors of everyone in the community outside of those very select few that are truly needing to be kept in check, is the moment I start siding with the People I normally rather not interact with, and speak out against the Developers.
  5. Yeah, most of the time it's better late than never lol. Well they read my LMG post and Borreh was really interested in the LWMMG I had suggested in the MG post I did. So, I suspect they're reading them and just don't have time to be commenting on each one of them. Just taking a passing glance at the posts is more than enough to make me happy though and I will just wait to see what the future brings in the end regardless. When it comes to popular guns I tend to push them to the side and seek newer/less seen weapons in video games. However, this isn't always possible and this particular post was kind of proof that sometimes demand is far higher than supply can offer. Originally I had the Howa in the place of the G3A3. But, the select fire options & higher magazine options on offer for the G3A3 were far more appealing than the higher than average Rate of Fire that the Howa had. I also looked into the SOCOM-308 over the M14 EBR, but I couldn't find all the info I was really wanting to justify putting the SOCOM-308 on the list. So, in the end the very popular guns just have to win out over the newer/less seen weapons just because of pure information on offer. On paper it sounds very good at CQC. But, range is it's greatest weakness on the realistic front. I was actually going to look for something instead of it, purely because I thought it would be a nightmare to balance, and was afraid it would become the God Gun everyone & their sibling uses thus making all other guns irrelevant. But, after hearing the Devs don't entire copy/paste gun stats, I was confident they wouldn't allow the gun to become the God Weapon I feared it would become, and ultimately I think they can balance it out to make it far less attractive at a glance. The ACE family of rifles actually took mechanical inspiration from the Galil and put a modern design spin on it. So, that is why you're getting that Galil feel from it. They're very neat weapons however and if the Devs make it where we can change weapon calibers. I definitely want them to look into the ACE Rifle family as they offer three different calibers in the same generalish platform. Just be mindful of the crossbow bolts you fire...no need to set a teammate on fire...too much anyways. That is the Swedish Saab Bofors Dynamics CBJ MS, or just CBJ MS for short and what makes it interesting isn't just the 100 round Magazine you see, but the fact that it has it's own dedicated caliber of ammunition on top of being able to use the universal 9x19mm Parabellum round. The caliber known as the 6.5×25mm CBJ is actually able to penetrate body armor a bit easier than the 9x19 Parabellum round. So, good bit of things to work with.
  6. I personally cannot vote on the matter, though it looks like the optimization one is ultimately going to win. But, I cannot vote on the matter simply because I can see the argument for both answers. There is no point in optimizing the game right now as new content added will just break it, thus wasting a lot of time, and this is early access which is the time to be adding new stuff. But, if the game is unplayable in the exact (non-hyperbolic) sense of the word, than adding new content doesn't amount to anything if nobody can play it. So, if I could choose an option C, I would go with a option C that is like this- Whatever new content is halfway completed, push it to live when it's fully completed, or completed enough that future work can wait. There is no reason to leave halfway completed work halfway completed just for optimization that would be broken as soon as the content goes live. Focus on a reasonable amount of bug crushing and optimizing (reasonable being whatever you (the Developers) deem reasonable) without doing a massive amount of work that is going to go to waste after 1 new content update. Test the waters from there to see if more Optimizing/Bug Crushing is the way to go, or if it's time for new content to enhance the game. While I doubt that was helpful in any sort of way. I just cannot see a painless choice in either path, and honestly I suspect People will just switch their complaints in the future. People complaining now about Bugs/Optimization will later be complaining about a lack of content, then the People complaining about a lack of content now will be complaining about a lack of bug fixes/optimization, and then it will flip again in the future. I may be wrong of course, but we will see. In the end though, I'm sticking with WW3 regardless which path is taken.
  7. Seeing all my late night typos and screw ups, I'm more ashamed of my work than proud of it. But! Thank you and I'm happy you liked it regardless of the amount of derpage I've been finding (Don't post late at night Kids, you will screw up hard!) Hopefully this will be the only nightmare post I have to deal with...for a little while till I get to the Sniper Rifles & Assault Rifles where I expect early age male pattern baldness to come faster than a speeding bullet.
  8. Hey Folks, time for another "Guns that could enhance WW3" topic (Yes...Another one, I still have SMGs, Specials, Sniper Rifles, and Assault Rifles to go through after this one...) and this time we're going to be covering Battle Rifles. However, this post will be slightly different from my last posts I did and I don't mean like structural layout or anything like that. Rather the particular topic - Battle Rifles. See the term 'Battle Rifle' is a post WW2 term for Service Rifles that are fed ammunition via a detachable magazine and fire a full-powered rifle Cartridge. If you don't see the problem just yet, it's because the term can also be passed down to Assault Rifles which can fire the same calibers as the Battle Rifles, plus Battle Rifles can have Carbine versions as well. But guess what? I get to make your head hurt some more because these Battle Rifles can also serve the role of a Designated Marksmen Rifle & Sniper Rifle as the difference between a "Designated Marksmen" and "Sniper" is determined by the task they're performing, which I will not even get into because I don't want this post to turn into a debate, and probably a fight since most "Snipers" (Players) in WW3 are actually just playing the role of a Designated Marksmen, not actual Snipers. The term is in decline, but there are still nations who consider their Military's standard issue Rifles as "Battle Rifles." Now you all know how this works by now. Before we can talk about what could be in this game, we must talk about what is currently in the game. Which lucky for me (in one sense) there is only one Battle Rifle in game and that is the SCAR-H, meaning I get to list 8 Battle Rifles on this list (unlucky for me for reasons you will see later down the post...) Buckle in folks, this is going to be a rough one. Current Battle Rifles we have in-Game SCAR-H "US Battle Rifle based on the SCAR platform, chambered in the 7.62x51 NATO. Used mainly by the US Special Forces. It combines a powerful cartridge with good accuracy at the cost of weight and very heavy recoil. Semiautomatic fire strongly recommended." - WW3 description Real Life Stats Origin: Belgium/United States Weight: 3.58 LG or 7.9 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 600 Calibers: 7.62x51mm NATO Ammunition Capacity: 20 Round Box Magazine Special Feature: Semi & Fully Automatic Fire Effective Range: 800 meters or 874 yards. Info 1: https://en.wikipedia.org/wiki/FN_SCAR Info 2: https://modernfirearms.net/en/assault-rifles/belgium-assault-rifles/fn-scar-eng/ Game Stats Weight: 18.85 Recoil: 0.94 Spread: 0.2 Reload time: 4.0 Seconds RPM: 500 Caliber: 7.62x51mm Ammunition Capacity: 20 Top Damage Range: 0 - 60m Damage Drop off Range: 61m - 135m Special Feature: Semi & Fully Automatic Fire Now, with this information in hand it's time to get to the real fun of the post with the new weapon suggestions. Much like my last three posts, I will be using the colors Green to indicate where a gun is better, Red where a gun is worse, Yellow where a gun is even or competitive. A side reminder when I'm suggesting/comparing guns, I'm basing my comparisons for a "stock" weapon in game against another stock weapon in game. If I try to do stats for every customization option, I will never finish these posts. Battle Rifles that could enhance WW3 #1. ARX-200 - The ARX-200 is a derivative of the ARX-160 out of Italy and is a relatively newer Battle Rifle as it was designed and produced back in 2015. The ARX-200 was also followed up by a DMR version of it that packed the same heavy punch as it's original counterpart. Real Life Stats Origin: Italy Weight: 4.5 KG or 9.9 Pounds Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 600 - 650 Calibers: 7.62x51mm NATO Ammunition Capacity: 20 - 30 round Magazine Special Feature: Semi & fully automatic fire Effective Range: 600 meters or 656 Yards Info 1: https://modernfirearms.net/en/assault-rifles/italy-assault-rifles/beretta-arx-200-eng/ Info 2: https://en.wikipedia.org/wiki/Beretta_ARX160 Proposed in-game Stats & Comparison Stats ARX-200 Weight: 21.00 vs. SCAR-H (18.85) ARX-200 Recoil: 0.65 vs. SCAR-H (0.94) ARX-200 Spread: 0.2 vs. SCAR-H (0.2) ARX-200 Reload time: 4.0 (20 rounds) - 6.0 (30 rounds) vs. SCAR-H (4.0) ARX-200 RPM: 550 vs. SCAR-H (500) ARX-200 Caliber: 7.62x51mm vs. SCAR-H (7.62x51mm) ARX-200 Ammunition Capacity: 20 vs. SCAR-H (20) ARX-200 Top Damage Range: 0 - 50m vs. SCAR-H (0-60m) ARX-200 Damage Drop off Range: 51 -135m vs. SCAR-H (61-135m) - If added to the game the ARX-200 should primarily serve as a core filler weapon with a little more gearing towards Close to Medium range combat. This is of course not to say the ARX-200 should not be able to reach out and a touch someone with the right customization as it is of course a Battle Rifle. It just lends it's hand more towards Close-Medium range engagements to differ it from the SCAR-H. But, what if someone wanted something of the opposite nature, something that can reach out a little easier to smack their target for being in their sights? #2. Zastava M77 B1 - The Zastava M77 B1 is regularly confused with the Zastava M77 Light Machine Gun and was originally designed for export. Though it has found it's way into the arms of soldiers of other armed services, the only two to have adopted the Zastava M77 B1 was Mali & Cyprus. Real Life Stats Origin: Serbia Weight: 4.35 KG or 9.5 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 620 Calibers: 7.62x51mm NATO Ammunition Capacity: 20 Special Feature: Semi & fully automatic fire Effective Range: 800 Meters or 874 yards Info 1: https://en.wikipedia.org/wiki/Zastava_M77_B1 Info 2: https://modernfirearms.net/en/assault-rifles/serbia-assault-rifles/zastava-m77-2/ Proposed in-game Stats & Comparison Stats ZM77B1 Weight: 21.00 vs. SCAR-H (18.85) ZM77B1 Recoil: 0.90 vs. SCAR-H (0.94) ZM77B1 Spread: 0.6 vs. SCAR-H (0.2) ZM77B1 Reload time: 4.0 vs. SCAR-H (4.0) ZM77B1 RPM: 520 vs. SCAR-H (500) ZM77B1 Caliber: 7.62x51mm vs. SCAR-H (7.62x51mm) ZM77B1 Ammunition Capacity: 20 vs. SCAR-H (20) ZM77B1 Top Damage Range: 0-70m vs. SCAR-H (0-60m) ZM77B1 Damage Drop off Range: 71-135m vs. SCAR-H (61-135m) - If added to the game, the Zastava M77 B1 should serve as a core filler much like the ARX-200, only having the exact opposite of design. Lending it's hand more towards long range engagements and players that prefer to use semi-automatic more than fully automatic. If using fully automatic on the SCAR-H is challenging, then the ZM77B1 should be a little more challenging to help further that difference between them. But, what if someone wanted something lighter weight & higher ammo capacity and didn't mind a little extra challenge to handle the weapon in exchange? #3. ParaFal - While the ParaFal can easily be replaced by the classic FN FAL or SA-58, I figured this list is about adding guns that are noticeable different from other guns, and the ParaFal was modified to be lighter weight than the venerable FN FAL. So, in the name of weapon option diversity, I chose the ParaFal of Brazil over the other FALs. Real Life Stats Origin: Brazil Weight: 4.5 KG or 9.9 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 650-700 Calibers: 7.62x51mm Ammunition Capacity: 30 Round Magazine Special Feature: Semi & Fully Automatic Effective Range: 600 meters Info 1: https://en.wikipedia.org/wiki/ParaFAL Info 2:https://modernfirearms.net/en/assault-rifles/belgium-assault-rifles/fn-fal-l1a1-c1-slr-eng/ Proposed in-game Stats & Comparison Stats Parafal Weight:15.85 vs. SCAR-H (18.85) Parafal Recoil: 1.0 vs. SCAR-H (0.94) Parafal Spread: 0.8 vs. SCAR-H (0.2) Parafal Reload time: 5.0 vs. SCAR-H (4.0) Parafal RPM: 600 vs. SCAR-H (500) Parafal Caliber: 7.62x51mm vs. SCAR-H (7.62x51mm) Parafal Ammunition Capacity: 30 vs. SCAR-H (20) Parafal Top Damage Range: 0-50m vs. SCAR-H (0-60m) Parafal Damage Drop off Range: 51-135m vs. SCAR-H (61-135m) - If added to the game, the ParaFal should be a lighter weight Battle Rifle when compared to the others, and a weapon that is more ideal for more experienced Battle Rifle users as it should demand far more trigger discipline/careful aim over the others. Ideally the stock ParaFal would be more suited for Close to Medium range engagements and would struggle with those further ranges. As well the larger magazine it sports should make it one of the slower Battle Rifles to reload. However, what if the player was wanting something a bit different that was lightweight, controllable, and was willing to give up fully automatic fire & some reach? #4. MDR -The Desert Tech MDR is a newer Battle Rifle that is currently on the market mainly for Civilians. However, Desert Tech has expressed interest in creating a select fire version for Military & Law Enforcement usage. Real Life Stats Origin: United States Weight: 3.8 KG or 8.4 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 750 Calibers: .300 ACC Blackout Ammunition Capacity: 20 - 30 Rounds Special Feature: Semi & Fully Automatic fire (hasn't been developed yet though) Effective Range: Unknown Info 1: https://guns.fandom.com/wiki/Desert_Tech_MDR Info 2: https://modernfirearms.net/en/assault-rifles/u-s-a-assault-rifles/desert-tech-mdr-eng/ Proposed in-game Stats & Comparison Stats MDR Weight: 15.00 vs. SCAR-H (18.85) MDR Recoil: 0.65 vs. SCAR-H (0.94) MDR Spread: 0.2 vs. SCAR-H (0.2) MDR Reload time: 5.0 vs. SCAR-H (4.0) MDR RPM: 350 vs. SCAR-H (500) MDR Caliber: .300 ACC Blackout vs. SCAR-H (7.62x51mm) MDR Ammunition Capacity: 30 vs. SCAR-H (20) MDR Top Damage Range: 0-50m vs. SCAR-H (0-60m) MDR Damage Drop off Range:51-135m vs. SCAR-H (61-135m) - If added to the game, I think the MDR should completely lack any sort of select fire mode, and remain a Semi-Automatic Battle Rifle. This is mainly to make it stand out from the other Battle Rifles on the list, but mostly to make it different from the SCAR-H. The reduced range however, means the weapon will be better used in Close-Medium range engagements, but the lack of fully automatic fire option should in turn make the weapon more ideal for Players that like to flank their opponents, rather than fight them face to face unless they have no other choice. The MDR can also serve as a "newer face" on the block gun in game like the DMG-Nine Millie as the gun isn't currently used by any Military. But, what if someone wanted something with heavy punch, like even heavier than the 7.62x51mm round, and wanted it to pierce body armor with ease? Of course they would need to deal with some serious drawbacks to get such a thing... #5.shAK-12 - Formerly known as the ASh-12.7, the shAK-12 is a Special Operations weapon employed as a CQB weapon against the most dangerous armed criminals or terrorists who has to be stopped, literally, with the first shot that is fired. Though currently there are no recorded records of the weapon being used. Real Life Stats Origin: Russia Weight: 5.8 KG or 12.7 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 500-750 Calibers: 12.7x55mm Ammunition Capacity: 10 - 20 Special Feature: Semi and Fully Automatic Fire Effective Range: 100-300 meters or 109-328 Yards Info 1: https://en.wikipedia.org/wiki/ASh-12.7 Info 2: https://modernfirearms.net/en/assault-rifles/russia-assault-rifles/ash-12-7-eng/ Proposed in-game Stats & Comparison Stats shAK-12 Weight: 25.00 vs. SCAR-H (18.85) shAK-12 Recoil: 1.50 vs. SCAR-H (0.94) shAK-12 Spread: 0.2 vs. SCAR-H (0.2) shAK-12 Reload time: 6.0 vs. SCAR-H (4.0) shAK-12 RPM: 300 vs. SCAR-H (500) shAK-12 Caliber: 12.7x55mm vs. SCAR-H (7.62x51mm) shAK-12 Ammunition Capacity: 20 vs. SCAR-H (20) shAK-12 Top Damage Range: 0-40 vs. SCAR-H (0-60m) shAK-12 Damage Drop off Range: 41-135mm vs. SCAR-H (61-135m) - If added to the game, the shAK-12 should be the ultimate CQB Battle Rifle, offering high damage & high armor penetration. However, it should come at the cost of low reach, low rate of fire, heavy weight, and other features to balance out it's rather destructive nature. The shAK-12 is definitely one Battle Rifle best suited for an experienced Battle Rifle user and establishes it's own rules for what makes a Battle Rifle. But, what if maybe the Player wants something that has stood the test of time, offers a little more variety in fire modes, and can sport a very large magazine all while being adaptable? #6. G3A3 - The G3A3 (Though mainly the G3 platform itself in general) has seen very, very wide scale usage across the world, has many different variants made in other countries such as the AK 4 of Sweden, AG-3 of Norway, and many, many more. It is easily the most widely used Battle Rifle on this list except for maybe the FN FAL. Real Life Stats Origin: Germany Weight: 4.1 KG or 9.4 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 500 - 600 Calibers: 7.62x51mm Ammunition Capacity: 20 round Detachable Magazine Special Feature: Semi, 3-Round Burst, & Fully Automatic Effective Range: 200 - 600 Meters or 218 - 656 Yards Info 1: https://en.wikipedia.org/wiki/Heckler_%26_Koch_G3 Info 2: https://modernfirearms.net/en/assault-rifles/germany-assault-rifles/hk-g3-eng/ Proposed in-game Stats & Comparison Stats G3A3 Weight: 19.00 vs. SCAR-H (18.85) G3A3 Recoil: 0.97 vs. SCAR-H (0.94) G3A3 Spread: 0.10 vs. SCAR-H (0.2) G3A3 Reload time: 5.0 vs. SCAR-H (4.0) G3A3 RPM: 500 vs. SCAR-H (500) G3A3 Caliber: 7.62x51mm vs. SCAR-H (7.62x51mm) G3A3 Ammunition Capacity: 30 vs. SCAR-H (20) G3A3 Top Damage Range: 0-60 vs. SCAR-H (0-60m) G3A3 Damage Drop off Range: 61-135 vs. SCAR-H (61-135m) - If added to the game, the G3A3 would serve as a Battle Rifle that can not only serve multiple roles beyond just DMR, Heavy Assault, and CQC, but offer the rare 3 round burst, and a 100 round Drum to make it a quasi-LMG of sorts for supportive fire & suppression. But, what if a Player wanted something that can really, really reach out to smack a target in exchange for the most nightmarish fully automatic fire that they could experience? #7. Mk14 EBR - The Mk14 EBR (Enhanced Battle Rifle) is a heavily modified variant of the M14 that has found it's way into the hands of Special Forces groups in Australia, United States, United Kingdoms, and Iraq. It also sees usage in Taiwan and the Philippines National Police Special Action Force. Real Life Stats Origin: United States Weight: 5.1 KG or 11.2 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 725 fully Automatic Calibers: 7.62x51mm Ammunition Capacity: 10 - 20 Special Feature: Semi & Fully Automatic Fire Effective Range: 500 - 800 Meters or 546 - 874 Yards Info 1: https://en.wikipedia.org/wiki/Mk_14_Enhanced_Battle_Rifle Info 2: https://modernfirearms.net/en/assault-rifles/u-s-a-assault-rifles/m14-eng/ Proposed in-game Stats & Comparison Stats MK14 EBR Weight: 20.00 vs. SCAR-H (18.85) MK14 EBR Recoil: 1.75 vs. SCAR-H (0.94) MK14 EBR Spread: 0.25 vs. SCAR-H (0.2) MK14 EBR Reload time: 3.0 vs. SCAR-H (4.0) MK14 EBR RPM: 650 vs. SCAR-H (500) MK14 EBR Caliber: 7.62x51mm vs. SCAR-H (7.62x51mm) MK14 EBR Ammunition Capacity: 10 vs. SCAR-H (20) MK14 EBR Top Damage Range: 0-80m vs. SCAR-H (0-60m) MK14 EBR Damage Drop off Range: 81-135m vs. SCAR-H (61-135m) - If added to the game, the MK14 EBR should serve as the go-to long range Battle Rifle for Players that seek to really reach out to hit their targets. However, this should come at the cost of being very hard to control in fully automatic fire in a CQC situation unless heavily modified for it. But, the hand of the MK14 lends itself more to Players that value long reach over close range effectiveness. But, maybe the Player just wants something with a higher than average magazine in an overall highly adaptable and great customization package? #8. ACE 52 - The ACE 52 is the Battle Rifle variant of the ACE family of Rifles that offer many different variants of various calibers and see usage in the countries of Ukraine, Vietname, Peru, Chile, Colombia, and many more places. Real Life Stats Origin: Israel Weight: 3.52 KG or 7.7 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 650 Calibers: 7.62x51mm Ammunition Capacity: 25 round Magazine Special Feature: Semi & Fully Automatic Fire Effective Range: 300 - 500 Meters or 328 - 546 Yards Info 1: https://modernfirearms.net/en/assault-rifles/israel-assault-rifles/galil-ace-eng/ Info 2: https://en.wikipedia.org/wiki/IWI_ACE Proposed in-game Stats & Comparison Stats ACE 52 Weight: 18.50 vs. SCAR-H (18.85) ACE 52 Recoil: 0.98 vs. SCAR-H (0.94) ACE 52 Spread: 0.6 vs. SCAR-H (0.2) ACE 52 Reload time: 5.0 vs. SCAR-H (4.0) ACE 52 RPM: 600 vs. SCAR-H (500) ACE 52 Caliber: 7.62x51mm vs. SCAR-H (7.62x51mm) ACE 52 Ammunition Capacity: 25 vs. SCAR-H (20) ACE 52 Top Damage Range: 0-65m vs. SCAR-H (0-60m) ACE 52 Damage Drop off Range: 66-135 vs. SCAR-H (61-135m) - If added to the game, the ACE 52 should serve as one of the last core filler Battle Rifles, and be a pretty adaptable weapon depending upon the modifications that are made to it. Overall a gentle step-up from the SCAR-H without lending it's hand too much in any direction. But, it's time to bring another "Guns that could Enhance WW3" topic to a close. Honestly, of all these posts I've made, this one was the greatest nightmare so far. The more I researched, the more I understood why Battle Rifles are slowly in decline in terms of concept. This of course doesn't mean they're by any means bad weapons, a lot of them have seen very extensive usage over the years by many Nations, and quite a few should be held in great respect for how well they have held up in the ever changing battle space created by time & technology. But, in terms of greatly changing the way they perform, they haven't gone very far off the trail with new innovations. But, there is something to be admired when it comes to consistency. Before getting into the honorable mentions list I just want to remind folks that I cannot test these proposed weapon stats with the suggested guns. So please don't take them as final recommendation stats for the guns or anything like that, rather take them as a general direction I'd like to see the Developers go with them Honorable Mentions & Closing the post With bringing this post to an end, here are some Honourable mentions for Battle Rifles that could still be good for the game, even if they didn't make the final list. FN FAL - It lost out to the ParaFal only because I was looking for something that broke the Battle Rifle mold a bit. The FN FAL could easily take it's place however, as the ParaFal is just a highly modified FN FAL created in Brazil. HK417 - Didn't make the list only because of the possibility that we will be able to change weapon calibers later down the road, thus the G38 (HK416) can cover the weapon. Howa Type-64 - A pretty cool Battle Rifle that offers a pretty high Rate of Fire and isn't really seen in too many games. IWI Tavor 7 - A Battle Rifle variant of the Tavor Rifle Saritch - A concept Battle Rifle out of Russia. HCAR - A Battle Rifle inspired by the American M1918 BAR MPT-76 - A Turkish Battle Rifle With all of that out of the way, it's time to wrap this post up. It took me awhile to make this post not only because of research, but recent issues in real life that have demanded far more of my time than I was able to give. But, things are slowing down once more, so the SMG post that is coming next might be done a lot faster than this one was. But, we will see, and like all other Guns that could enhance WW3 topics, here is your hint for the next Weapons list. Sorry if it isn't anything overly special to many of you, I wanted to play this one a bit safer. Have a good one folks! Other "Guns that could Enhance WW3 Topic" Links Machine Guns Handguns Shotguns Submachine Guns Specials Next to come... Sniper Rifles Still to come... Assault Rifles Still to come...
  9. I think the TTK is fine currently, it pushes the game closer to realism without being a straight up Milsim. If they push the TTK/BTK to the point where you have to actually dump large sums of ammunition into someone's unprotected body to actually kill them, then the Developers might as well remove any wording of 'realism' from the game at that point. However, I believe the Devs are increasing the TTK slightly so it sits somewhere between 0.3 & 0.4, which is fine ultimately with me as I'm not going to grumble over such a small change. But, we will have to wait and see how it plays out. But, I wouldn't call the game unplayable in the truest sense of the word, so I'm going to consider your "unplayable" comment as you're just saying that it's unenjoyable for you to play, and leave it at that which is fine as everyone has things they like & dislike. As a Battlefield player from Battlefield Modern Combat 2 up to Battlefield 1. I rather WW3 just try to be it's own game as much as possible without being a total copy/paste. It will have overlap with other games yes. But, the Devs should just shoot to make WW3 as much of it's own game as possible. If I wanted Battlefield, I would just go play Battlefield.
  10. As someone who has dabbled in 3D Modeling & Animation, it is more time consuming to work on a Female than it is a Male. Not by a massive amount of time (unless you're not use to working on the female form), but still more time than a male in the Modeling department. Animation however, can be an entirely different story where it can indeed be a much more time consuming process in making sure everything looks right during character movement. So, in the end you're looking at- An entirely new Character model with the Female Soldier. One new head per-ethnic group (this goes for Males as well) to ensure a natural look instead of a flat color palette change. Half (if not all) uniforms needing to be remade to fit a Female Character. New Animations to capture the female body in movement to ensure everything looks natural instead of forced. New Voices for Female Characters across Nationalities (which also includes males as well.) And I'm sure there is far more than that to consider. But, that is what I can figure off the top of my head at this moment. Like I said in my post above, I'm not against adding them. But, I do see bigger fish to fry at this time, so I don't see their addition to the game as a critical must. Ultimately it's up to the Developers to choose if they want Female Soldiers in the game. I just hope if they do choose to add them, that their addition is nothing more than a cosmetic option. No advantages or disadvantages to playing either Gender (even if it would make 10x more logical, realistic sense) purely for the sake of less game play/game development headaches.
  11. Personally speaking, I have no issues with female Soldiers being added in "Modern(ish)" settings like WW3, Battlefield 3 & 4, Insurgency Sandstorm, and etc. Nor do I have an issue with them being added in a more futuristic settings. It's only certain settings like WW1, WW2, and etc where that support sharply drops and even that is determined by the kind of game the developer is pushing. If they're going for more of a Realistic/Authentic approach, then yeah, I'm going to be extremely picky about how the developers go about the addition of Female soldiers. If they're going for Alternate-History/(Insert Era here) era visual inspiration, then I'm not going to care as Authentic/Realism is not actually their goal. Now in regards to adding Female Soldiers to the game, again I have no issue with it as there are Female Soldiers in most present day armies. Yes, not all of them are in combat roles, but there are some that are in combat roles in some shape or form. Even then the game takes place in the year 2026 which (for me mostly) is far enough into the future to play the "things could have changed in that period of time" card when it comes to justifications. Do I think adding them though is of some critical must for the game though? No. Even then there are bigger fish to fry at this time. But, if the Developers think that now is a good time to add Female Soldiers, then I defer to their judgement as they're the ones actually working on the game. Now as far as how "Realistic" vs "Video Game" of an approach the Developers should take with their addition. I would go with "Video game" even though I usually lean more towards Realism. Make playing a female soldier no different than playing a male soldier. No advantage or disadvantage, purely cosmetic, and nothing more. Easy form of balance and the least amount of possible headaches. As for how they visually look in game. I don't think there should be any massive differences outside of the obvious. No wild, unkept hair, no mini skirts, or any of that stupid CoD/Fortnite level visual garbage.
  12. The AA-12 is already a beast as it is, I'm shocked I haven't already been chewed out for suggesting it as a matter of fact. Two AA-12s at once is just asking to hear the screams of "IT'S OP!" Thank you. I do try to find guns that stand out from each other, or at the very least have enough differences to be considered core fillers. I'm actually some what dreading the Battle Rifle post. But, I dreaded the LMGs, got through that fine. Dreaded the handguns, got through that fine. Dread the Shotguns and overall got through that fine. But, we will see if the Battle Rifles will break me. If they don't, it will likely be the Sniper Rifles that do it lol. Though I will say...A lot more 12s in this post than I thought there was and would have been a lot more add I kept the SPAS-12... I'm not sure how hard it would be to program the DP-12, duel-wielding the AA-12s would be "Grizzly Bear vs. Newborn Baby" levels of OP, and I struggled to find a 'unique' Shotgun that didn't fire 12 Gauge, but was still new enough to have a 'possible' chance of finding it's way onto some battlefield. Though of course just because they're older guns, doesn't mean they're any less dangerous in the right hands. It's the Serbian Zastava M77 B1 (if the picture link didn't lie to me of course). It's used by Mali, the Cyprus Army, and I think the Serbians keep them in reserve. I know I tend to confuse it with the Zastava M77 which is a 7.62 firing LMG.
  13. Why not all the big drum magazines and modern shotguns when they can't slamfire? Joking. They could do Slamfire shotguns, they just treat them some what like automatics in the sense that you hold down the mouse button and the gun automatically fires after the character pumps the gun.
  14. Alright folks, once again another Guns that could enhance WW3 and as you can see we're on shotguns this time around. I figured I would handle shotguns next since there is only two of them in the game, which in my book means they have a good chance of being joined by another one (or seven if you go by my post lol) at some point before 1.0. As well I will also be covering 7 weapons this time around since again, there is only two shotguns currently in the game. Just like to quickly note one thing before I get real deep into this post (only because nobody has called me out on it just yet.) When I'm doing stat comparisons with the suggested guns vs the current guns. I'm basing my stats primarily on a stock gun vs a stock gun that we equip after purchasing them in game and the reason for this is very simple. If I was to try and calculate for every possible weapon configuration that WW3 allows, I would go nuts trying to make these posts, probably would have given up back in the LMG post. Current Shotguns we have in-Game VEPR-12 "Semi-auto shotgun of Russian origin, moderate damage at short to medium ranges with decent rate of fire" - WW3 description Real Life Stats Origin: Russia Weight: 4.55 KG or 10.0 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the shooter Calibers: 12 Gauge and 12 Gauge Magnum Ammunition Capacity: 2 - 25 Info 1: https://en.wikipedia.org/wiki/Vepr-12 Info 2: https://modernfirearms.net/en/shotguns/russia-shotguns/vepr-12-eng/ In-game Stats Weight: 19.0 Recoil: 1.95 Spread: 0.7 Reload time: 3,1 Seconds RPM: 400 Caliber: 12 Gauge Ammunition Capacity: 5 MCS or Remington 870 MCS "Pump-action shotgun designed and produced in the USA. High damage and good accuracy at low to medium ranges at the cost of a low rate of fire" - WW3 description Real Life Stats Origin: United States Weight: 3.5 KG or 7.7 LB Recoil: N/A Spread: N/A Reload time: Depends on Shooter RPM: Depends on the shooter Caliber: 12 Gauge Ammunition Capacity: 4 - 7+1 Info 1: https://en.wikipedia.org/wiki/Remington_Model_870 Info 2: https://modernfirearms.net/en/shotguns/u-s-a-shotguns/remington-870-eng/ Game Stats Weight: 16.7 Recoil: 2.5 Spread: 0.5 Reload time: 2.3 RPM: 400 Caliber: 12 Gauge Ammunition Capacity: 10 Now, with this information in hand it's time to get to the real fun of the post with the new weapon suggestions. Much like my last posts, I will be using the colors Green to indicate where a gun is better, Red where a gun is worse, Yellow where a gun is even or competitive. Shotguns that could enhance WW3 #1. DP-12 Real Life Stats Origin: United States Weight: 4.2 KG or 9.3 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the shooter Calibers: 12 Gauge Ammunition Capacity: 7 per tube for 14 in total. Special Feature: Pump-Action & Semi-Automatic lite Info 1: https://en.wikipedia.org/wiki/Standard_Manufacturing_DP-12 Info 2: https://modernfirearms.net/en/shotguns/u-s-a-shotguns/dp-12-eng/ - Originally I had placed the SPAS-12 here because of it's Pump-Action & Semi-Automatic feature. However, I got thinking about it and the likelihood that players would use the Pump feature over the Semi-automatic would be pretty low. So, I searched for a shotgun that performed similarly, but had a more forced grounding between Pump and Semi Automatic fire. That is where this gun comes into play as it's able to fire like a Semi-Automatic for two shots before it needs to be pumped again. It doesn't shoot out of both barrels at once, it just fires from one and then the other after each trigger pull. Proposed in-game Stats & Comparison Stats DP-12 Weight: 15.0 vs. VEPR-12 (19.0) - MCS (16.7) DP-12 Recoil: 2.0 vs. VEPR-12 (1.95) - MCS (2.5) DP-12 Spread: 0.9 vs. VEPR-12 (0,7) - MCS (0.5) DP-12 Reload time: 3.5 vs. VEPR-12 (3.1) - MCS (2.3) DP-12 RPM: 450 vs. VEPR-12 (400) - MCS (400) DP-12 Caliber: 12 Gauge vs. VEPR-12 (12 Gauge) - MCS (12 Gauge) DP-12 Ammunition Capacity: 5 vs. VEPR-12 (5) - MCS (10) - If added to the game, the DP-12 would serve a dual-role as a core filler & bridge between Pump-Action Shotguns and Semi-Automatic shotguns. To differ this gun from it's counter-part below, I would suggest reducing the DP-12's Ammunition capacity by 4 while giving it a slightly faster reload speed to compensate for it. But, what if a Player was willing to give up Semi-Automatic fire for more ammunition per-full reload?... #2. UTS-15 Real Life Stats Origin: Turkey Weight: 3.1 KG or 6.9 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the shooter Calibers: 12 Gauge Ammunition Capacity: 12 - 14 pending on Ammunition Info 1: https://modernfirearms.net/en/shotguns/turkey-shotguns/utas-uts-15-eng/ Info 2: https://en.wikipedia.org/wiki/UTAS_UTS-15 - Another Pump-Action to fill out the core of the Shotguns, the UTS-15 really stood out above all the other Pump-Actions purely because of the amount of ammunition it could fire before needing to be reloaded. Though it was originally designed to be the "Ultimate Police Shotgun", many Shotguns in the past have had their place in the world elevated to the hands of a Nation's Military, and the UTS-15 could very well see itself one day put in the hands of a Soldier instead of a Civilian or Police Officer. Proposed in-game Stats & Comparison Stats UTS-15 Weight: 18.0 vs. VEPR-12 (19.0) - MCS (16.7) UTS-15 Recoil: 2.0 vs. VEPR-12 (1.95) - MCS (2.5) UTS-15 Spread: 0.7 vs. VEPR-12 (0.7) - MCS (0.5) UTS-15 Reload time: 4.0 vs. VEPR-12 (3.1) - MCS (2.3) UTS-15 RPM: 300 vs. VEPR-12 (400) - MCS (400) UTS-15 Caliber: 12 Gauge vs. VEPR-12 (12 Gauge) - MCS (12 Gauge) UTS-15 Ammunition Capacity: 14 vs. VEPR-12 (5) - MCS (10) - If added to the game, what I personal envision for the UTS-15 is a shotgun that offers a higher ammo capacity per load and deals slightly more damage up close when compared to the MCS. However, this comes in the exchange of being heavier than the MCS and having a little more trouble reaching out to those medium distances. While not a straight upgrade from the MCS, it would at least offer an alternative to it without needing to grab a Semi-Automatic. Ideally it would also be a tad bit on the more forgiving side for newer players who're inexperienced using shotguns (you'd be amazed what a few extra rounds can do for a person's confidence even while being a newer player.) But, maybe being defensive isn't really for the player. Maybe they want to be very...very aggressive when blazing a trail through the enemy ranks?... #3. Origin 12 SBV Real Life Stats Origin: United States Weight: 4.2 KG or 9.2 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the shooter Calibers: 12 Gauge 3" Ammunition Capacity: 5 - 10 round detachable magazine, or 20 - 30 round Drum Magazine. Info 1: https://guns.wikia.com/wiki/Fostech_Origin_12 Info 2: https://modernfirearms.net/en/shotguns/u-s-a-shotguns/origin-12-eng/ - The gun I hinted at in my post over Handguns that could enhance WW3 (though granted a different picture of it), the Origin 12 SBV is one of the fastest firing "Firearms" in the world. This "firearm" can burn through 30 rounds of 12 Gauge shells in just under 5 seconds. Also the reason I keep saying "Firearm" over Shotgun is because of certain 'marketing choices' being made to get the gun classified as a Firearm, not as a Shotgun. Proposed in-game Stats & Comparison Stats O12SBV Weight: 22.0 vs. VEPR-12 (19.0) - MCS (16.7) O12SBV Recoil: 3.0 vs. VEPR-12 (1.95) - MCS (2.5) O12SBV Spread: 1.5 vs. VEPR-12 (0.7) - MCS (0.5) O12SBV Reload time: 3.5 vs. VEPR-12 (3.1) - MCS (2.3) O12SBV RPM: 700 vs. VEPR-12 (400) - MCS (400) O12SBV Caliber: 12 Gauge vs. VEPR-12 (12 Gauge) - MCS (12 Gauge) O12SBV Ammunition Capacity: 8 vs. VEPR-12 (5) - MCS (10) - If added the game, the O12SBV should be the very aggressive assault player's go to Semi-Automatic Shotgun, able to burn a trail through the opposing team at very close - close ranges while struggling a bit at the medium range game. To differ the O12SBV from the VEPR-12 more, I would say make the medium range spread more noticeable and grant the O12SBV access to the 20 round Drum, but no long barrel to keep the weapon best situated for that CQC gameplay. But, what if someone wanted something a little more middle of the field in regards to their Semi-automatic?... #4. M4 Super 90 Real Life Stats Origin: Italy Weight: 3.82 KG or 8.42 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the shooter Calibers: 12 Gauge Ammunition Capacity: 5 - 7 Info 1: https://en.wikipedia.org/wiki/Benelli_M4 Info 2: https://modernfirearms.net/en/shotguns/italy-shotguns/benelli-m4-m1014-eng/ - An iconic and widely used Shotgun out of Italy, the Benelli M4 has seen service in Law Enforcement & Military groups in Italy, United States, United Kingdoms, Malaysia, Greece, South Korea, Serbia, Belarus, and more. Another Semi-Automatic shotgun to fill the core of the Semi-Automatic section of shotguns on this list. Proposed in-game Stats & Comparison Stats M4 S90 Weight: 16.0 vs. VEPR-12 (19.0) - MCS (16.7) M4 S90 Recoil: 1.70 vs. VEPR-12 (1.95) - MCS (2.5) M4 S90 Spread: 1.0 vs. VEPR-12 (0.7) - MCS (0.5) M4 S90 Reload time: 3.5 vs. VEPR-12 (3.1) - MCS (2.3) M4 S90 RPM: 350 vs. VEPR-12 (400) - MCS (400) M4 S90 Caliber: vs. VEPR-12 (12 Gauge) - MCS (12 Gauge) M4 S90 Ammunition Capacity: 7 vs. VEPR-12 (5) - MCS (10) - If added to the game, the M4 Super 90 should serve as the middle ground between the VEPR-12 & (if added) Origin 12 SBV with a lightweight touch. It may (ideally) lack the reach of the VEPR-12 and the high rate of fire of the O12SBV. But, the lighter weight and middle ground performance could make the M4 Super 90 a great entry level semi-automatic shotgun for those that don't use shotguns all that much. But, what if someone wanted something more than just semi-automatic fire, like say...Fully Automatic and lighter while exchanging some of that stopping power for easy recoil control? #5. Hawk XY10 Real Life Stats Origin: China Weight: 3.8 KG or 8.3 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the shooter Calibers: 10mm (10x50R) with 3 lead balls inside each shotshell Ammunition Capacity: 10 - 30 Rounds Info 1: https://modernfirearms.net/en/shotguns/china-shotguns/hawk-xy10-eng/ Info 2: Very limited info on this Gun - The Hawk XY10 was built from the ground up as a fully automatic shotgun designed for Law Enforcement. While it primarily fires non-lethal rounds of ammunition, it's still able to fire the smaller 10mm shotshells at about 5 shells a second. Proposed in-game Stats & Comparison Stats XY10 Weight: 9.0 vs. VEPR-12 (19.0) - MCS (16.7) XY10 Recoil: 1.25 vs. VEPR-12 (1.95) - MCS (2.5) XY10 Spread: 1.6 vs. VEPR-12 (0,7) - MCS (0.5) XY10 Reload time: 2.5 vs. VEPR-12 (3.1) - MCS (2.3) XY10 RPM: 400 vs. VEPR-12 (400) - MCS (400) XY10 Caliber: 10 gauge vs. VEPR-12 (12 Gauge) - MCS (12 Gauge) XY10 Ammunition Capacity: 10 vs. VEPR-12 (5) - MCS (10) - If added to the game, the Hawk XY10 would serve sort of the entry level for fully automatic shotguns with a punishing hip fire twist. While the Gun would be exceptional to control when ADS firing, lightweight, higher than average capacity for shotguns, and modest quick reload time. It's stopping power would be low and it's hip fire ability to down other players would pretty much be nonexistent, making aiming down sights a must to really have a chance at killing another player with this shotgun. In the end the gun would be best served in the hands of someone who prefers to flank the enemy, or ambush them instead of being the tip of a spear during an attacking. But, what if a player wanted both Semi & Fully Automatic, a stronger punch, better hip fire at the cost of higher recoil control demand, and a far heavier shotgun? #6. USAS-12 Real Life Stats Origin: South Korea Weight: 6.2 KG or 13.6 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 400-450 Calibers: 12 Gauge Ammunition Capacity: 10 Detachable Magazine or 20 round Drum Special Feature: Semi-Automatic and Fully Automatic Fire Mode. Info 1: https://en.wikipedia.org/wiki/Daewoo_Precision_Industries_USAS-12 Info 2: https://modernfirearms.net/en/shotguns/south-korea-shotguns/usas-12-eng/ - The USAS-12 is one of the few Shotguns in the world actually designed for fully automatic fire and is actually one of the first to feature such a fire mode. While on the heavier side compared to the few other shotguns like it, the USAS-12's weight provides additional recoil control when firing in bursts. Proposed in-game Stats & Comparison Stats USAS-12 Weight: 25.0 vs. VEPR-12 (19.0) - MCS (16.7) USAS-12 Recoil: 1.75 vs. VEPR-12 (1.95) - MCS (2.5) USAS-12 Spread: 1.25 vs. VEPR-12 (0.7) - MCS (0.5) USAS-12 Reload time: 3.6 vs. VEPR-12 (3.1) - MCS (2.3) USAS-12 RPM: 600 vs. VEPR-12 (400) - MCS (400) USAS-12 Caliber: 12 Gauge vs. VEPR-12 (12 Gauge) - MCS (12 Gauge) USAS-12 Ammunition Capacity: 10 vs. VEPR-12 (5) - MCS (10) - If added to the game, the USAS-12 should serve as one of the two higher level fully automatic shotguns, far more forgiving when hip fired than the others, decent enough reach, and demanding enough on recoil control to ensure that anyone carelessly going fully automatic is punished for it. But, being the heaviest of all the shotguns means it's better on the defensive than it is on offensive. I personally envision this gun and the next one to follow to have a bit of a rivalry between their users... But, maybe being defensive with a shotgun, and hip firing isn't to the liking of someone. Maybe they wanted something more offensive and could be the spear point of a charge? #7. AA-12 Real Life Stats Origin: United States Weight: 4.76 KG or 10.4 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 360 Calibers: 12 Gauge Ammunition Capacity: 8 round detachable magazine, or 20 - 32 round Drum Magazine Info 1: https://en.wikipedia.org/wiki/Atchisson_Assault_Shotgun Info 2: https://modernfirearms.net/en/shotguns/u-s-a-shotguns/atchisson-aa-12-eng/ - The AA-12 sports some rather impressive accolades as one of the very first Shotguns to feature Fully Automatic fire, was built from the ground up for Military usage, and even for it's lighter frame the Shotgun still manages to maintain low recoil even when fired one handed. Proposed in-game Stats & Comparison Stats AA-12 Weight: 18.4 vs. VEPR-12 (19.0) - MCS (16.7) AA-12 Recoil: 1.30 vs. VEPR-12 (1.95) - MCS (2.5) AA-12 Spread: 1.0 vs. VEPR-12 (0,7) - MCS (0.5) AA-12 Reload time: 3.8 vs. VEPR-12 (3.1) - MCS (2.3) AA-12 RPM: 550 vs. VEPR-12 (400) - MCS (400) AA-12 Caliber: 12 gauge vs. VEPR-12 (12 Gauge) - MCS (12 Gauge) AA-12 Ammunition Capacity: 8 vs. VEPR-12 (5) - MCS (10) - If added to the game, the AA-12 will need to be tuned down a little bit for the sake of balance, and some character traits slightly changed to differ it from the USAS-12. What I personally envision is the gun being less effective at hip firing when compared to the USAS-12, but having a more controllable ADS recoil. The AA-12 in turn would have access to a long barrel for greater reach, but in exchange wouldn't have access to the 20 - 32 round drum. I'm sure more can be done to balance it out, but I will leave that to the Devs if they choose to add the AA-12 to the game. But, it's time to bring another "Guns that could Enhance WW3" topic to an end till I get the next one made. I had some extra spare time, so I managed to knock this one out quicker than the Handgun post that took me awhile longer to make. But, before getting into the honorable mentions list I just want to remind folks that I cannot test these proposed weapon stats with the suggested guns. So please don't take them as final recommendation stats for the guns or anything like that, rather take them as a general direction I'd like to see the Developers go with them.d Honorable Mentions & Closing the post Before bringing this post to an end, I just like to deliver some honorable mentions for Shotguns that I still think would be cool to have in the game, even if they didn't make the main list. Franchi SPAS-12 - Was just inched out by the DP-12 Saiga-12G - I wanted to use it as a bridge between Semi-Automatics & Fully Automatics. But, I found out that the fully automatic mode is a modification, not an original or rare design of the Saiga-12. SAP-6 - A very visually appealing Magazine fed Pump-Action. But, looks are not everything. LA-12 Puma - A bullpup Shotgun from China that was made to resemble the QBZ-95's likeness LW-3 - A fully Automatic Shotgun from China. Tavor TS12 - A rotary tube fed shotgun out of Israel STF-12 - A pump-action shotgun out of Italy NeoStead 2000 - A bullpup combat shotgun out of South Africa UNG-12 - A bullpup semi-automatic shotgun out of Turkey and many many more....Guys this honorable mentions list could have been a whole dedicated post in of itself if I listed every really cool Shotgun I came across. But, this "Guns that could enhance WW3" post has gone on long enough and I need a small break before I cover my next post which will be Battle Rifles. I was going to cover SMGs next, but being that there is so few Battle Rifles, and I just did a Close-Range list with the Shotguns, I figured I would push the SMG list back one more time before actually covering it. Oh and here is your hint for the next post (Note: I changed the hint because of new information being presented on the last image. This still works though!) something with a touch of the old with a hint of the new. Have a good one folks! Other "Guns that could Enhance WW3 Topic" Links Machine Guns Handguns Battle Rifles Submachine Guns Specials Next to come... Sniper Rifles Still to come... Assault Rifles Still to come...
  15. Will always have love for the M1911 and if I had to let my bias take full control I would drop the USP 45 for it. And just because we need more 1911 porn in here...
×
×
  • Create New...